mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
166 lines
5.4 KiB
C
166 lines
5.4 KiB
C
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __WIN_LOCAL_H__
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#define __WIN_LOCAL_H__
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#include <windows.h>
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#include "../../renderer/OpenGL/wglext.h" // windows OpenGL extensions
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#include "win_input.h"
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// WGL_ARB_extensions_string
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extern PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB;
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// WGL_EXT_swap_interval
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extern PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
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// WGL_ARB_pixel_format
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extern PFNWGLGETPIXELFORMATATTRIBIVARBPROC wglGetPixelFormatAttribivARB;
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extern PFNWGLGETPIXELFORMATATTRIBFVARBPROC wglGetPixelFormatAttribfvARB;
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extern PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB;
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// WGL_ARB_pbuffer
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extern PFNWGLCREATEPBUFFERARBPROC wglCreatePbufferARB;
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extern PFNWGLGETPBUFFERDCARBPROC wglGetPbufferDCARB;
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extern PFNWGLRELEASEPBUFFERDCARBPROC wglReleasePbufferDCARB;
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extern PFNWGLDESTROYPBUFFERARBPROC wglDestroyPbufferARB;
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extern PFNWGLQUERYPBUFFERARBPROC wglQueryPbufferARB;
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// WGL_ARB_render_texture
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extern PFNWGLBINDTEXIMAGEARBPROC wglBindTexImageARB;
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extern PFNWGLRELEASETEXIMAGEARBPROC wglReleaseTexImageARB;
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extern PFNWGLSETPBUFFERATTRIBARBPROC wglSetPbufferAttribARB;
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#define WINDOW_STYLE (WS_OVERLAPPED|WS_BORDER|WS_CAPTION|WS_VISIBLE | WS_THICKFRAME)
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void Sys_QueEvent( sysEventType_t type, int value, int value2, int ptrLength, void *ptr, int inputDeviceNum );
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void Sys_CreateConsole();
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void Sys_DestroyConsole();
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char *Sys_ConsoleInput ();
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char *Sys_GetCurrentUser();
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void Win_SetErrorText( const char *text );
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cpuid_t Sys_GetCPUId();
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// Input subsystem
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void IN_Init ();
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void IN_Shutdown ();
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// add additional non keyboard / non mouse movement on top of the keyboard move cmd
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void IN_DeactivateMouseIfWindowed();
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void IN_DeactivateMouse();
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void IN_ActivateMouse();
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void IN_Frame();
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void DisableTaskKeys( BOOL bDisable, BOOL bBeep, BOOL bTaskMgr );
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uint64 Sys_Microseconds();
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// window procedure
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LONG WINAPI MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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void Conbuf_AppendText( const char *msg );
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typedef struct {
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HWND hWnd;
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HINSTANCE hInstance;
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bool activeApp; // changed with WM_ACTIVATE messages
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bool mouseReleased; // when the game has the console down or is doing a long operation
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bool movingWindow; // inhibit mouse grab when dragging the window
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bool mouseGrabbed; // current state of grab and hide
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OSVERSIONINFOEX osversion;
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cpuid_t cpuid;
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// when we get a windows message, we store the time off so keyboard processing
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// can know the exact time of an event (not really needed now that we use async direct input)
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int sysMsgTime;
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bool windowClassRegistered;
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WNDPROC wndproc;
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HDC hDC; // handle to device context
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HGLRC hGLRC; // handle to GL rendering context
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PIXELFORMATDESCRIPTOR pfd;
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int pixelformat;
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HINSTANCE hinstOpenGL; // HINSTANCE for the OpenGL library
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int desktopBitsPixel;
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int desktopWidth, desktopHeight;
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int cdsFullscreen; // 0 = not fullscreen, otherwise monitor number
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idFileHandle log_fp;
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unsigned short oldHardwareGamma[3][256];
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// desktop gamma is saved here for restoration at exit
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static idCVar sys_arch;
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static idCVar sys_cpustring;
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static idCVar in_mouse;
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static idCVar win_allowAltTab;
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static idCVar win_notaskkeys;
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static idCVar win_username;
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static idCVar win_outputEditString;
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static idCVar win_viewlog;
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static idCVar win_timerUpdate;
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static idCVar win_allowMultipleInstances;
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CRITICAL_SECTION criticalSections[MAX_CRITICAL_SECTIONS];
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HINSTANCE hInstDI; // direct input
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LPDIRECTINPUT8 g_pdi;
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LPDIRECTINPUTDEVICE8 g_pMouse;
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LPDIRECTINPUTDEVICE8 g_pKeyboard;
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idJoystickWin32 g_Joystick;
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HANDLE renderCommandsEvent;
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HANDLE renderCompletedEvent;
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HANDLE renderActiveEvent;
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HANDLE renderThreadHandle;
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unsigned long renderThreadId;
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void (*glimpRenderThread)();
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void *smpData;
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int wglErrors;
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// SMP acceleration vars
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} Win32Vars_t;
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extern Win32Vars_t win32;
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#endif /* !__WIN_LOCAL_H__ */
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